More background sprites again, sprite commonness can vary between different level types
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@@ -84,7 +84,7 @@ namespace Barotrauma
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for (int i = 0 ; i < amount; i++)
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{
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BackgroundSpritePrefab prefab = GetRandomPrefab();
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BackgroundSpritePrefab prefab = GetRandomPrefab(level.GenerationParams.Name);
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GraphEdge selectedEdge = null;
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Vector2? pos = FindSpritePosition(level, prefab, out selectedEdge);
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@@ -131,14 +131,14 @@ namespace Barotrauma
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{
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if (!edge.isSolid || edge.OutsideLevel) continue;
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if (prefab.Alignment.HasFlag(Alignment.Bottom))
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if (prefab.Alignment.HasFlag(Alignment.Bottom) &&
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Math.Abs(edge.point1.X - edge.point2.X) < Math.Abs(edge.point1.Y - edge.point2.Y))
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{
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if (Math.Abs(edge.point1.X - edge.point2.X) < Math.Abs(edge.point1.Y - edge.point2.Y)) continue;
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if (edge.Center.Y < cell.Center.Y) edges.Add(edge);
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}
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else if (prefab.Alignment.HasFlag(Alignment.Top))
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else if (prefab.Alignment.HasFlag(Alignment.Top) &&
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Math.Abs(edge.point1.X - edge.point2.X) < Math.Abs(edge.point1.Y - edge.point2.Y))
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{
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if (Math.Abs(edge.point1.X - edge.point2.X) < Math.Abs(edge.point1.Y - edge.point2.Y)) continue;
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if (edge.Center.Y > cell.Center.Y) edges.Add(edge);
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}
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else if (prefab.Alignment.HasFlag(Alignment.Left))
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@@ -210,7 +210,10 @@ namespace Barotrauma
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SpriteEffects.None,
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z);
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GUI.DrawRectangle(spriteBatch, new Vector2(sprite.Position.X, -sprite.Position.Y), new Vector2(10.0f, 10.0f), Color.Red, true);
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if (GameMain.DebugDraw)
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{
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GUI.DrawRectangle(spriteBatch, new Vector2(sprite.Position.X, -sprite.Position.Y), new Vector2(10.0f, 10.0f), Color.Red, true);
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}
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z += 0.0001f;
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}
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@@ -218,24 +221,24 @@ namespace Barotrauma
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}
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}
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private BackgroundSpritePrefab GetRandomPrefab()
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private BackgroundSpritePrefab GetRandomPrefab(string levelType)
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{
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int totalCommonness = 0;
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foreach (BackgroundSpritePrefab prefab in prefabs)
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{
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totalCommonness += prefab.Commonness;
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totalCommonness += prefab.GetCommonness(levelType);
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}
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float randomNumber = Rand.Int(totalCommonness+1, false);
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foreach (BackgroundSpritePrefab prefab in prefabs)
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{
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if (randomNumber <= prefab.Commonness)
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if (randomNumber <= prefab.GetCommonness(levelType))
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{
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return prefab;
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}
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randomNumber -= prefab.Commonness;
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randomNumber -= prefab.GetCommonness(levelType);
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}
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return null;
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@@ -1,5 +1,6 @@
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Xml.Linq;
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namespace Barotrauma
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@@ -20,11 +21,16 @@ namespace Barotrauma
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public readonly int Commonness;
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public Dictionary<string, int> OverrideCommonness;
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public BackgroundSpritePrefab(XElement element)
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{
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string alignmentStr = ToolBox.GetAttributeString(element, "alignment", "BottomCenter");
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string alignmentStr = ToolBox.GetAttributeString(element, "alignment", "");
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if (!Enum.TryParse(alignmentStr, out Alignment)) Alignment = Alignment.BottomCenter;
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if (string.IsNullOrEmpty(alignmentStr) || !Enum.TryParse(alignmentStr, out Alignment))
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{
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Alignment = Alignment.Top | Alignment.Bottom | Alignment.Left | Alignment.Right;
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}
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Commonness = ToolBox.GetAttributeInt(element, "commonness", 1);
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@@ -39,14 +45,37 @@ namespace Barotrauma
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SwingAmount = MathHelper.ToRadians(ToolBox.GetAttributeFloat(element, "swingamount", 0.0f));
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OverrideCommonness = new Dictionary<string, int>();
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foreach (XElement subElement in element.Elements())
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{
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if (subElement.Name.ToString().ToLowerInvariant() != "sprite") continue;
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switch(subElement.Name.ToString().ToLowerInvariant())
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{
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case "sprite":
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Sprite = new Sprite(subElement);
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break;
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case "overridecommonness":
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string levelType = ToolBox.GetAttributeString(subElement, "leveltype", "");
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if (!OverrideCommonness.ContainsKey(levelType))
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{
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OverrideCommonness.Add(levelType, ToolBox.GetAttributeInt(subElement, "commonness", 1));
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}
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break;
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Sprite = new Sprite(subElement);
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break;
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}
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}
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}
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public int GetCommonness(string levelType)
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{
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int commonness = 0;
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if (!OverrideCommonness.TryGetValue(levelType, out commonness))
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{
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return Commonness;
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}
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return commonness;
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}
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}
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}
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@@ -119,6 +119,11 @@ namespace Barotrauma
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private set;
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}
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public LevelGenerationParams GenerationParams
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{
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get { return generationParams; }
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}
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public Color BackgroundColor
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{
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get { return backgroundColor; }
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